/// <summary> /// 生成新的地板 /// </summary> public void GreatMapFloor() { GameObject tmp_Floor = null; if (floors.Count > 0) { tmp_Floor = floors[0]; //tmp_Floor.SetActive(true); tmp_Floor.transform.position = guideObj.transform.position; tmp_Floor.transform.rotation = guideObj.transform.rotation; floors.RemoveAt(0); } else { tmp_Floor = Instantiate(mapFloor, guideObj.transform.position, guideObj.transform.rotation) as GameObject; } nowFloors.Add(tmp_Floor); FloorCollider tmp_FloorCollider = tmp_Floor.GetComponent <FloorCollider>(); tmp_FloorCollider.ChangeChildrensPos(); tmp_FloorCollider.number = floorNumber; //编号赋值 floorNumber++; guideObj.transform.position += guideObj.transform.forward; tmpFloors.Add(tmp_FloorCollider); }
public void TmpInit(FloorCollider tmpFloor) { int nowIndex = 0; //当前物体列表中的索引 foreach (var floor in tmpFloors) { if (floor.number == tmpFloor.number) { nowIndex = tmpFloors.IndexOf(floor); } } for (int i = nowIndex; i >= 0; i--) { SetGreatMap(); InitFloor(); FloorCollider tmp_FloorCollider = tmpFloors[0]; StartCoroutine(tmp_FloorCollider.Init()); if (tmp_FloorCollider.nowTag == NameTag.FloorTag) { floors.Add(tmp_FloorCollider.gameObject); } else if (tmp_FloorCollider.nowTag == NameTag.RotaTag) { rotaFloors.Add(tmp_FloorCollider.gameObject); } else { trapFloors.Add(tmp_FloorCollider.gameObject); } tmpFloors.RemoveAt(0); } }
// Use this for initialization void Start() { if (PlayerNumber < 1 || PlayerNumber > 4) { Debug.LogError("Don't do that again. -- Victor"); } movementController = GetComponent <MovementController>(); jumpThrowController = GetComponent <JumpThrowController>(); attackController = GetComponent <AttackController>(); landingLogic = GetComponent <LandingLogic>(); rigid = GetComponent <Rigidbody>(); floor = GetComponentInChildren <FloorCollider>(); Transform indicatorTransform = transform.Find("Indicator"); if (indicatorTransform == null) { Debug.LogError("Please attach an Indicator to the player (both human and robot)!"); } else { indicator = indicatorTransform.gameObject; } startPosition = transform.position; }
/// <summary> /// 从动画列表取出一个物体进行动画还原 /// </summary> public void InitFloor() { if (nowFloors.Count > 0) { FloorCollider tmp_FloorCollider = nowFloors[0].GetComponent <FloorCollider>(); tmp_FloorCollider.isInit = true; tmp_FloorCollider.InitChildrenPos(); nowFloors.RemoveAt(0); } }
/// <summary> /// 生成转向地板 /// </summary> public void GreatRotaFloor() { GameObject rotaObj; FloorCollider tmp_FloorColider = null; guideObj.transform.position += guideObj.transform.forward; if (rotaFloors.Count > 0) //保存的列表当中有进行取出操作 { rotaObj = rotaFloors[0]; //rotaObj.SetActive(true); tmp_FloorColider = rotaObj.GetComponent <FloorCollider>(); tmp_FloorColider.nowTag = NameTag.RotaTag; //转向标识 rotaObj.transform.position = guideObj.transform.position; rotaObj.transform.rotation = guideObj.transform.rotation; tmp_FloorColider.isInit = true; tmp_FloorColider.ChangeChildrensPos(); rotaFloors.RemoveAt(0); } else { rotaObj = Instantiate(rotaFloor, guideObj.transform.position, guideObj.transform.rotation); tmp_FloorColider = rotaObj.GetComponent <FloorCollider>(); tmp_FloorColider.nowTag = NameTag.RotaTag; //转向标识 tmp_FloorColider.ChangeChildrensPos(); } int rotaModel = Random.Range(1, 3); if (rotaModel == 1) //左转向 { guideObj.transform.Rotate(Vector3.up, -90f); guideObj.transform.position += guideObj.transform.forward * 2; } else //右转向 { guideObj.transform.Rotate(Vector3.up, 90f); guideObj.transform.position += guideObj.transform.forward * 2; } nowFloors.Add(rotaObj); //将这个物体添加进待处理列表 tmp_FloorColider.number = floorNumber; //编号赋值 floorNumber++; tmpFloors.Add(tmp_FloorColider); }
// Use this for initialization void Start() { floorCollider = FindObjectOfType <FloorCollider>(); }
// Use this for initialization void Start() { spriteR = GetComponent <SpriteRenderer>(); floorCollider = FindObjectOfType <FloorCollider>(); pz = FindObjectOfType <PuzzleSolution>(); }
private void Start() { floorCollider = FindObjectOfType <FloorCollider>(); openTrap = FindObjectOfType <OpenTrap>(); }
// Use this for initialization void Start() { floorCollider = FindObjectOfType <FloorCollider>(); openTrap = FindObjectOfType <OpenTrap>(); confirmLight = FindObjectOfType <ConfirmationLight>(); }
// Use this for initialization void Start() { floorCollider = FindObjectOfType <FloorCollider>(); puzzleSolution = FindObjectOfType <PuzzleSolution>(); }